Create2DSkeleton/AppendBone root problem... 2005-06-14 - By Bradley R. Gabe
Back Okay, I have a solution for you. But first a quick question: How are you getting your chain element coordinates, is it from existing elements in the scene?
One thing to keep in mind is the chain creation commands and methods rely on global coordinates. So pulling them off existing nodes requires less code than having to convert your own coordinates from local to global for everything.
>I'm not sure if there's a better way to do this trhough the object model, >but I am trying to build chains by specifying an array of (x,y,z position >coordinates) and a position for an up vector. > >My procedure involves creating the first bone in the chain using > >1- Create2DSkeleton command to generate the first bone >2- zero out the root to match a null correctly oriented. >3- zero out the first joint. >3- AppendBone to add additional bones. > >Unfortunately, every time I use an AppendBone command, it seem to >re-orient the root and throws off the rotation bone values. > >If anyone has a better procedure for handling chain ganeration, with >zeroing bones ??? > > >THX >RSM > >__ ____ ____ ____ ____ ____ ____ ____ ____ ____ _____ >Raffaele Scaduto-Mendola - www.turbolinea.com > raffaele@(protected) >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi
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